Gravemind (Level)

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Gravemind
File:Gravemind, MC, Arbiter.jpg

Game:

Halo 2

Player:

Master Chief

Date:

October, 2552

Location:

Inside High Charity

Main-Legendary.png

Halopedia has a walkthrough guide for this level; see Gravemind (Level)/Walkthrough.

 
Looking for Gravemind the character?

Gravemind is a Halo 2 campaign level. The Gravemind teleports the Master Chief to High Charity. The Prophet of Truth has the Index, and you must get to him before he leaves. As you you travel through High Charity, the Covenant begin their civil war. You will move through battles between the Elites, Grunts, and Hunters versus the Brutes, Jackals and Drones.

Strangely enough, apart from the opening cutscene, there is no contact with the titular character or his Flood minions. Also of note, is that the word "Gravemind" is not mentioned until two levels later in High Charity. This is also the level where the Energy Sword appears very often.

This is the first level in which Brutes are combatted.

In this level you will not be able to use any human weapons.

Summary

Council Chamber -> place where pre-Arbiter was tortured (name?) -> weird hallways (name?) -> grav lift room (name?) -> Holding Chambers -> grav lift room (name?) -> weird hallways (name?) -> Hanging Garden A (is that right?) -> big hallway thing (name?) -> lightbridge (name?) Valley of Tears A (is that right?) -> lightbridge (name?) -> small tower (name?) -> lightbridge (name?) -> Valley of Tears B (is that right?) -> lightbridge (name?) -> big hallway thing (name?) -> Hanging Garden B (is that right?) -> weird hallways (name?) -> grav lift room (name?) -> bridge (name?) -> Mausoleum of the Arbiter -> bridge (name?)

Weapons

Transcript

Chapter 1: Inside Job


{Master Chief begins to wake up, we see a red circle of lights on the ceiling of some underground area. We see that he's being held by a tentacle and brought towards a massive creature (Gravemind).}

Cortana: "What... is that?"

{The Chief is held in front of Gravemind's head. The head being one giant mouth made from separate parts, similar to an Elite's}

Gravemind: "I? I am a monument to all your sins."

Gravemind holding Arbiter.jpg

{As Gravemind talks, he breathes out vapors found in Flood infestations. Two tentacles bring a struggling Arbiter.}

Master Chief: "Relax. I'd rather not piss this thing off."

Arbiter: "Demon!"

{the Gravemind makes loud huffing sounds, indicates the Chief}

Gravemind: "This one is machine and nerve, and has its mind concluded." {a tentacle wraps around Master Chief's head, then indicates the Arbiter} "This one is but flesh and faith, and is the more deluded."{turns the Arbiter upside down}

Arbiter: "Kill me or release me, parasite. But do not waste my time with talk!"

Gravemind: "There is much talk. And I have listened. Through rock, and metal, and time. Now I shall talk, and you shall listen."

{he raises two tentacles, one wrapped around a red Monitor, the other merged with a half-Flood Prophet of Regret}

Monitor: "Greetings. I am 2401 Penitent Tangent. I am the Monitor of Installation 05."

Prophet of Regret: "And I am the Prophet of Regret, Councilor most high, Hierarch of the Covenant!"

2401 Penitent Tangent: "A Reclaimer? Here? At last. We have much to do. This facility must be activated if we are to control this outbreak."

Prophet of Regret: "Stay where you are! Nothing can be done until my sermon is complete!"

2401 Penitent Tangent: "Not true. This installation has a successful utilization record of 1.2 trillion simulated and one actual. It is ready to fire on demand."

Prophet of Regret: "Of all the objects our Lords left behind, there are none so worthless as these Oracles! They know nothing of the Great Journey!"

2401 Penitent Tangent: "And you know nothing about containment! You have demonstrated a complete disregard to even the most basic protocols!"

Gravemind: "This one's containment..." {gives a disgusted huff} "And this one's 'Great Journey' are the same." {he lowers the tentacles, Regret shrieks in fear} "Your Prophets have promised you freedom from a doomed existence, but you will find no salvation on this ring. Those who built this place knew what they wrought. Do not mistake their intent, or all will perish as they did before..."

Master Chief: "This thing is right. Halo is a weapon. Your Prophets are making a big mistake."

Arbiter: "Your ignorance already destroyed one of the sacred rings, demon. It shall not harm another."

Gravemind: "If you will not hear the truth, then I will show it to you. There is still time to stop the key from turning, but first it must be found." {indicates each in turn} "You will search one likely spot, and you will search another. Fate had us meet as foes, but this ring will make us brothers!"

{MC and the Arbiter disappear in teleportation rings. Fade to black, fade in on High Charity.}

{A swarm of Covenant ships attack each other. Fade in on the walkway outside the Council Chamber, Honor Guard Brutes guard the gates from rioters.}

Prophet of Truth (voice over): "We are all of us, gravely concerned."

{Cut to Council Chamber. A line of Honor Guard Brutes stand at attention. A cameraman Grunt focuses a holographic camera on Truth as he delivers his propaganda, while the Prophet of Mercy watches from aside.}

Truth with Index.jpg

Prophet of Truth: "The release of the parasite was unexpected, unfortunate. But, there is no need to panic. In truth, this is a time to rejoice. A moment that all the Covenant should savor." {raises the Index} "For the Sacred Icon has been found. With it, our path is clear, our entry into the Divine Beyond guaranteed! The Great Journey is nigh..." {the Grunt notices the Chief teleporting in behind him} "...and nothing, not even the Flood, can stop it."

Master Chief: "Boo."

{the Grunt yelps, throws up his needler and runs, the Chief catches the needler, aims it at the Prophets. Two Brute Honor Guards shield Truth with their Honor Pikes.}

Prophet of Truth: "Kill the demon!"

{the Prophets and some Brutes escape through a gravlift, leaving two Brutes}

Gameplay

Cortana: "Brutes! The faster you can kill these Brutes, the better." {MC kills one Brute} "They don't have shield generators, but take them out before... it's berserking!"

{MC kills all Covenant in the room}

Tartarus (loudspeaker): "The demon has entered the Council chamber?! Protect the Hierarchs! Seal the exits."

Cortana: "Oh, I don't think so. Put me down on one of the pedestals near the door."

{MC does so, Cortana's hologram appears}

Cortana: "That Prophet... Truth, he has the Index. You've got to take it from him. Let me get these doors. Go! It will be easier to track Truth if I stay in the network. Don't worry. You can pick me up later."

{MC fights his way to the ledge where the Arbiter was tortured}

Cortana: "Watch out for the Captain, it's got a Brute Shot!"

Cortana: "Truth is moving through the lower levels of the tower. I'll reverse this gravlift. Drop down, try to cut him off." {if MC pauses} "It's safe, really. Just step in."

{If you continue to stall}

Cortana: "After that stunt on the Cairo, I know you're not afraid of heights."

Cortana: "Fine, I won't watch. Meet you at the bottom, okay?"

{later}

Tartarus (loudspeaker): "Reinforce all approaches to the holding pens. Slay the demon on sight!"

Cortana: "They're beefing up their patrols. Stay sharp."

{later}

Cortana: "Wait a minute! I'm reading marine IFF transponders. The signals are originating somewhere below your position."

Cortana: "There's another lift in the next room."

{MC takes a gravlift down}

Cortana: "There are two groups of marines in this detention block. I'll zero their locations. You neutralize the guards. ...Quietly."

{MC frees the marines}

Cortana: "Listen up, marines! The Chief's hunting a Prophet, and you're gonna help him kill it."

Marine: "Affirmative!"

or

Marine: No waste sticking around here!

Cortana: "That's all the marines, Chief. Good work. We'll get out of here the same way we came in--the central gravlift. ...Hostile reinforcements coming down the lift!"

{MC kills the reinforcements}

Cortana: "The lift is clear. Step on in."

{later}

Prophet of Truth (loudspeaker): "Fear not, my brothers! The Sacred Icon is secure. It was Tartarus and his Brutes who took the Icon from the Flood, and for that they have our thanks."

Cortana: "Excellent! Truth is broadcasting on the move. It'll make him much easier to track."

{later}

Prophet of Truth (loudspeaker): "The Elites have failed to protect the Prophets, and in doing so, have put all our lives at risk. Let no warrior forget his oath, 'Thou, in faith, shall keep us safe, whilst we find the Path.'"

Cortana: "I've got a fix on Truth, just outside this tower, Chief. There's an exit nearby. Hurry."

{later}

Prophet of Truth (loudspeaker): "With my blessing, the Brutes now lead our fleets! They ask for your allegiance, and you shall give it."

Cortana: "You wouldn't believe the number of kill-systems the Covenant are throwing down around me. Not to worry, it's pretty sloppy stuff. I guess they never expected a hostile intelligence to penetrate their networks from the inside."

{later}

Cortana: "The Covenant just destroyed two of their own ships. And I'm hearing reports of small arms fire throughout their fleet."

Prophet of Truth (loudspeaker): "Creatures of the Covenant! The path is broad, and we shall walk it side by side."

{later}

Cortana: "Slipspace rupture. It's In Amber Clad!" {In Amber Clad flies by overhead} "Hailing... No response. She's crashed into another tower ahead of our position. I'll keep trying to make contact, but I'm not registering any human vital signs."

Prophet of Truth (loudspeaker): "Be Glad! A reward for all your toil and all your sacrifices in the year at hand."

{later}

Prophet of Truth (loudspeaker): "At this moment, the Council is gathered on Halo, to see the Icon safely placed."

Tartarus (loudspeaker): "Rise, my brothers! Cast down the Elites!"

Prophet of Truth (loudspeaker): "There are those who said this day would never come. What have they to say now?"

Tartarus (loudspeaker): "Once the towers are clear, we'll drive them from the lower district."

{later}

Prophet of Truth (loudspeaker): "I have listened to the Oracle, and confirmed our deepest hope. The Great Journey begins with Halo."

Tartarus (loudspeaker): "The Elites are falling back to the Mausoleum. Fools! Their Arbiter can do nothing for them now."

Prophet of Truth (loudspeaker): "Who would doubt the Prophets? What have they foretold that has not come to pass?"

{later}

Cortana: "If we're going to catch Truth, we'll need to take a shortcut, straight through the Mausoleum. Look on the bright side, for now, they seem much more interested in killing each other."

{MC approaches the large fight in the Mausoleum}

Cortana: "You might consider sitting this one out."

{Once the battle begins, where you watch Brute Captains and Ultra Elites duke it out, you'll hear the instrumental version of Breaking Benjamin's "Blow Me Away"}

{after the room is cleared}

Cortana: "Hang on! I'm picking up two more transponders. It's the Commander and Johnson! They're closing on Truth's position, Chief. They'll need your help. This way, Chief. ...This isn't good. I’m getting confirmed reports of Flood leaving In Amber Clad's wreckage. Let's get the Index and find a way out of here. Before things get really ugly."

Second Cinematic

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Tartarus.jpg

{Tartartus and his Brutes take Keyes, Johnson and 343GS toward a platform where the Prophets of Truth and Mercy wait with three Phantoms}

Tartarus: "Split them up. One in each Phantom."

{Three Brutes do so, two Phantoms take off. Tartarus kneels before the Prophets.}

Prophet of Truth: "The hopes of all the Covenant rest on your shoulders, Chieftain."

{Truth hands Tartarus the Index}

Tartarus: "My faith is strong. I will not fail."

{Infection Forms spring up and rush them. The Brutes get ready. They manage to crush most of them, but one gets through and knocks Mercy off his throne}

Prophet of Mercy: "Ahhh! Ahhh!"

{Tartarus moves to kill the Flood}

Prophet of Truth: "Let him be. The Great Journey waits for no one, brother. Not even you."

{Truth boards the Phantom, the Honor Guard Brutes follow immediately, but Tartarus pauses at dying Mercy. He looks at the Index and turns away from Mercy.}

Walkthrough

01: Inside Job

Well, this is about as bad a situation as you could possibly be in. You have two Brutes to kill, and a Needler to do it with. The one and only good thing is the needler; with it those Brutes are gonna bite the dust reasonably quickly. But still, no cover, no allies, no nades, no nothing but a dinky Needler.

...

The phrase, "Oh crap," comes to mind.

Well, I guess we have to make the best of a bad deal. Don't unload the needler into the Brutes. The new needler fires so quickly that you only need to hold down the triggers for about a second and a half before you've got seven needles in the air. And seven needles are all it takes to kill something. In this case, a Brute. Don't fire unless you're running forward, and certainly don't fire when the Brutes are near cover—it is a waste of ammo, as they will dodge. And ammo is pretty scarce here. Still, these Brutes shouldn't take too long—they're in an even worse position than you.

Once you kill one, the other turns into an Insane Space Gorhino and starts a quest to bludgeon you to death. Yeah, thanks for warning us, Cortana. However, in my opinion, berserkers are easier to kill than normal Brutes. They aren't shooting you, they have no concept of cover or even dodging, and they don't seem to realize that they can't reach you when you are standing on a pillar five feet tall. This is, in fact, a pretty good strategy. Jump up on the pillar, let him get close, then kill him. If you are particularly leet, you will use the needler blast to jump up into the Council Chamber's seats. The seats make a very good platform for this fight, incidentally. So you're going to jump up there anyway, but not quite yet.

The seats are a good place to shoot from—high ground, as it were. They even have little alcoves in which you can take cover. Your main problem will be conserving ammo, as all the guns are on the floor, and the floor is not where you want to be. However, there is a simple way to get ammo without being harassed by the Brutes. A new wave of enemies does not spawn until every member of the previous wave is killed. Just leave one Grunt alive, and you can gather whatever supplies you need before killing him and scampering back to cover.

After you've killed the Brutes, the four Grunts show back up. Grab the one of the Brute Plasma Rifle: one of them will have a full charge. This is your first BPR, and its going to save you a lot of Needles in this first part. Kill three, stock up on needles, kill the fourth, drop a rifle, switch to the needler, grab the other needler, and get up into the seating by jumping from one of the pillars. Yay, checkpoint. You'll need it. The doors will open up. As soon as one does, pour some needles in there. There are four Grunts and two Brutes in this wave. With luck, one (or even two) of these have Carbines. Kill the Brutes, leave one Grunt alive, stock up on ammo, grab a Carbine, reload, ditch your BPR, and dual-wield needlers again. Trigger the next wave.

The next wave is kind of tricky. Two Minor Brutes armed with BPRs are coming out of the hole the Prophets went down. However, just jump to the ground floor, and use the same strategy you used on the first two Brutes. Since you have the carbine, however, whip it out and get a headshot on him and it's sayonara to them. The four Grunts won't be much trouble; again, however, hold off triggering the next wave until you're full up on ammo. Hopefully, by now, you'll be full on plasma grenades, too. This time, unfortunately, the next wave spawns when only two enemies are left, and it's two carbine Brutes, coming from the seats. If you are lucky, they will both be on the other side; if not, they will both be on your side. Usually, though, there's one on each side. Kill the nearest first; use the carbine. This is the most dangerous part of the fight, partly because the Grunts sometimes lob grenades to distract you.

Once you're done, head for the doors, filling up on ammo as you go.

Six Grunts and two Brutes await you in the next room. Four of the Grunts are near you; a lot of meleeing will settle their hash. Two of the Grunts are further up, manning turrets, and you'll have to Carbine them from your current position. The Brutes here can be tricky; it's hard to headshot a berserk Brute on this uneven surface, and there are too many walls for needles to hit. I suggest applying a plasma grenade.

Once they're all dead, open the door. Two Honor Guard Brutes are waiting for you. With luck, you can dual-needler both of them to death before they hurt you too much. Two more Brutes and two Jackals are about halfway down this area; you can carbine-snipe them for best results. However, when only two enemies are left, another wave comes up from the grav-lift: two turret-Grunts, two normal Grunts and three Brutes, one of which has a Brute Shot. It's best to target the turret-Grunts before they can set up their turrets. Then let the Brutes come up and fill them full of needles. It should be noted that, unlike those before them, these Brutes will lob grenades practically non-stop. Still, you have a lot of distance to work over, so these guys shouldn't be too difficult.

When they're all dead, draw your carbine and walk backwards into the grav-lift. Why backwards? Because two Jackals (one a sniper) and two Grunts will come to greet you. With the carbine, you can kill them all before you hit the ground. Finish them and open the door. If you wait a second, a Jackals will head by at top speed. Slow it down a little with your carbine. It's wonderfully amusing to watch it do a faceplant as it dies. Then, head left, and a minor Jackal and a minor Brute will show up from the end of the hall. A couple of headshots will end their miserable lives for them. A major Jackal will follow them, but he should die just as quickly. Jump onto the raised path to the left and grab another needler from the crate. You still have two Brutes, a Jackal and three Grunts to deal with, but dual needlers should make them much less dangerous and much less alive. Beware of the berserking Brute: it's hard to dodge backwards in this type of hall, and there isn't much space that it can't follow you to. Just stick to your needlers, and you should be okay.

In the next room, two Jackals will show up on the right, but they should be easy to carbine. The next room is pretty hard. You have six Grunts to deal with—not to mention four Brutes. Your objective should be to move through this room as fast as possible. If you are too slow, a fifth Brute may come through the door at the end of the hall.

The big area with the grav-lift. Ah, how I hate this part. When you enter, there will be a Jackal on either side of you and three Brutes on the lower level. Quickly carbine the two Jackals, then move forward and wait for two of the Brutes to come up via the grav-lift. As they do, they'll face away from you for some odd reason. Perfect opportunity to stick them with grenades. If you're stealthy enough, you could even assassinate them, although getting that close is not recommended.

Move quickly around the perimeter of the room. As you approach, each of the three doors will open, revealing a Brute with a Grunt behind it. Kill them all, one at a time. The one Brute remaining, on the bottom level, will go berserk, but since he doesn't know where you are, he should be easy bait for a plasma nade. Then again, he sometimes runs into the gravlift and sees you, which can make your task a bit tricky. To escape him, jump on top of a weapons crate and hop up to one of the little ledges. From there, you can target him unpestered.

Once all eleven enemies are dead, crouch-walk into the gravity lift. Stay crouched all the way down, and you are more likely to survive the detention block.

I have had mixed results with the detention block. Sometimes, the enemies seem to know that you're coming; they'll shoot at you from the second you're visible. This usually results in being dead before you hit the ground. However, sometimes they don't have the slightest idea you're there, and you can kill them all without firing a shot. Go figure. Assuming they don't see you, here's what to do:

Melee the two Brutes in the back. One will berserk, but since they can't see you, you should be able to assassinate it easily. Drop your needler in exchange for a Brute Shot. You won't be firing it much, but its swift and deadly melee is invaluable here.

The Covenant appear to be pretty lax about their security forces. All the Grunts are asleep. However, there is a patrolling Jackal, who will be glad to wake them all up. Wait until its back is to you before whacking it in two from behind with the Shot's bayonet. There are five Grunts asleep here; kill them all, then head over to the lifts. Wait, and watch your motion tracker; a Jackal major will start patrolling on the lower level. Wait until he's headed away from you, then drop down the lift, run up, and break his spine. There is also a sleeping Grunt here; take it out now so you don't have to worry about it later. Head back over to the lifts. Again, watch your motion tracker; there's another Jackal. Give him the same treatment as his pal upstairs.

If you're spotted on the way down, I can't help you much; you're in for a tense, paranoid and hard journey down. I'd suggest just reloading to checkpoint and hoping you have better luck this time.

Having cleared out the levels, you will get a message from Cortana, saying that she's located Marines on either the middle or lower level. Two Brutes and three Jackals will appear on the level she specifies, and this time they'll know where you are. I suggest heading a level above them and sniping them with the Carbine from afar. Once they're all dead, head into the cells. On the middle level, the cell is to the left of the lifts; inside are two Jackals with their backs to you and a Brute facing you. On the lower level, the door is right of the lifts; inside there are four sleeping Grunts and a Brute with its back to you. Neither one should pose a challenge to you, with your Brute Shot and Carbine.

Yay. Marines rescued. Too bad they usually are all dead by three areas later. Oh well.

Once these Marines are saved, head outside. Enemies will spawn on various levels, consisting of about three Brutes and a group of Jackals and Grunts, apparently random in size. They will either stay on higher levels and chuck grenades at you or come up the lifts behind you and make life hell. I'd suggest giving your Marines plasma rifles. They are better with carbines, you need the ammo more than they do. Once all these enemies are dead, head over to the other cells and free the remaining Marines.

On your way out, a group of enemies consisting of two Jackals, four Grunts and two Brutes, in that order, will come down the central gravlift. If you were on the middle level last, it's possible to get the drop on them. If you do, you can kill all six of the weaker enemies with the Brute Shot melee before they hit the ground. The Brutes, though, often see you, and I suggest sticking them instead.

Make sure all your Marines get into the lift before you go anywhere; sometimes they will just wait down there forever if you leave them. Well, they're smarter than their comrades, at any rate. The rest of those Marines are about to find out what "out of the frying pan" means.

At the top of the lift is a dead Honor Guard Ultra with a few grenades and an energy sword. Grab the sword instead of your carbine; it'll be quite a lot of help here. The door will open to reveal a Drone swarm attacking three Minor Elites! Whoa! Civil war time! Stick the first two Elites with a grenade. Then, stand to the side of the door and fire Brute Shot grenades inside to thin out the Drones. Your Marines can take on the Drones from here; move into the hall to find two Elite Honor Guards, one of whom has a sword, fighting another Drone swarm. Geez, have all the Drones gone kooky today or something? Stick the sword Elite; hopefully, the other one's shields will be low enough that the blast will kill him too. Eventually, a Brute will show up from the end of the hall; use a grenade on him. Yet another Drone swarm will follow him. They're quite close as they come through the door; use the Brute Shot to weaken them for your Marines.

Step into the next hall and wait a moment; two Jackals will jump down from the left. Melee them with the Brute Shot and keep going. Jump onto the path where they stood and head down the hall. Two Elite Honor Guards are under attack from two Jackals and a pair of Brutes. Kill them all, then exchange your Brute Shot for dual-wielded Brute Plasma Rifles. In the stepped room ahead are a Hunter pair. On the left, close to you, is one with his back turned. Pummel him with plasma until he goes down. The other guy can be a bit tough. Get him to charge you laterally across the middle 'step' of the room. When he swings, jump straight over his head, spin, and plasma rifle him. Repeat until he goes down. When he's done, grab a Carbine from the crate behind you.

This next area, the First Valley of Tears, could be a pretty tricky fight. However, we'll just leave our Marines to die and take the easy way out. Stick the sword-Elite directly in front of you, then take the path to the right and use the sword against the two Elites there. Up in the sniper loft a Jackal sniper is waiting to end your life, so get the drop on him and headshot him with your carbine before he sees you. Turn right around and head the other direction, to the left of the door. At the end of that path is another Jackal sniper. Give him the same fate as his compatriot and swap out your carbine for a beam rifle from the crate next to him. Now, face back the way you came. You should see another crate with a rise in the ground behind it. Snipe the Ranger Elite that shows up to harass you. Jump from there onto the big arch of rock that goes across the area. From there, turn to the left and jump on to a higher arch of the same kind. From there, you can jump onto a rock ledge which leads over to the edge of the area. Jump up onto the ledge, turn right, and follow the ledge until you come to a long area which slopes steeply downward. Jump down there.

Walk into the lightbridge and ride it across to the other side. Beware; a Jackal sniper is stealthily hiding among the crates here. Still, he'll rarely notice you if you move through quickly enough. Quickly move to the right-hand path and follow it until a Brute pops up in front of you. Sword him to death and head into the First Hanging Gardens. Step up on the edge of the path and jump across to one of the side areas with rocks and sand. Keep to the right, following the path. Move slowly forward along the path until a sword Elite comes into view. Quickly back off; within seconds, a group of Brutes and Jackals will arrive and give them something besides you to worry about. Two Ranger Elites will try to kill the Brutes as they cross; take advantage of their hovering to snipe at least one of them from the sky. Unfortunately, this will often attract the sword Elite, but he too is easily sniped. Wait for the shooting to die down a little, then step into the lightbridge and continue.

A few Drones will fly through the next hallway as you open it; let them ignore you. Head into the large circular room here. This room is pretty hard, and the best way to go through it, in my opinion, is to fight right through it rather than let the Covenant wear each other down first. When you enter, there are two Rangers and one regular Elite taking fire from a Drone Swarm; once only one Elite remains, another 2-ranger, 1-regular Elite team shows up from the far side of the area. This team often has an Honor Guard, but you shouldn't have much trouble from him. Your problem will be sniping the Rangers before they can do you any harm.

Since you're probably low on or out of beam rifle ammo, run forward and grab a Carbine from the crate in the central platform. As you do, two Jackals will enter from the far side. Headshot them with the carbine and move on forward, carefully. Two Brutes will follow them in, but they are easy targets for grenading in the narrow passage. Once they're dead, continue down the hallway they came by.

Of course, it's also possible to snipe the Rangers, then run straight through. The second Elite squad will not spawn if you do, nor will the Jackals. You will still have to deal with the Brutes, not to mention some heavy fire from the Drones, but you can survive with a little luck. That way, you'll even have some beam rifle ammo left.

Anyway, outside here is another lightbridge. Cross it, and take the left path to head around to the Second Hanging Gardens, where a bunch of Grunts are getting their butts kicked by a group of berserk Brutes. Keep going, staying to the left. Grab a beam rifle from the crate at the end of the path, and then continue on across the second lightbridge.

On the other side of the bridge is a large, steeply sloped room. As you move forward, a trio of Brutes will show up from the top. Snipe them all. It shouldn't be too difficult; they're bad shots at this kind of range, and they don't seem to use the miles of available cover that you're probably using.

On to the Second Valley of Tears. Head left, cut around the back of the sniper Jackal, assassinate him, stick the Brute fighting the Elite further on, grab the Jackal's rifle, then jump up on the weapons crate behind the Jackal. From there, crouch-jump up onto the rock and follow the ledge around the side of the battle. Follow it along the wall until it drops off completely. If you head through the door quickly enough, no enemies will spawn there. However, if you wait a little while, a SpecOps team will arrive, consisting of a sword Elite and three Grunts. One of these Grunts carries a half-full Fuel Rod Gun, but I wouldn't pick it up yet.

The next hall features a Stealth Elite with his back to you. Beat him down. Kill the four panicking Grunts as they run in, one by one. Then, grab a sword from the crate and drop it somewhere; when you move on into the upcoming circular room, the sword-crate will often disappear. However, a dropped sword will not, and a full sword is what you'll be wanting soon enough.

The next hall has however many Grunts you didn't kill before and an invisible Elite. Kill them all, and pick up the Fuel Rod Cannon on the floor. Counting the five rounds in its clip, it has twenty shots! It's tempting to try and waste everything in the next room with it, but conserving ammo for later is a wise plan, as you'll soon see.

The next room has a group of four SpecOps Elites and six Grunts. Stick the Elite on the upper right and scatter the Grunts with your energy sword. Move a little bit past the grav-lift, and a rival team of a Brute and two Jackals will enter from the far door. Kill everything with the sword and grenades. When you're done, head back to claim your full sword. Note that things are not always fixed in this room; depending on how quickly you moved through the previous room, there may be no Grunts, only two or three Elites, an extra Grunt, or even an extra Brute! Still, regardless of numbers, they'll all be to fixated on killing one another to care much about you.

Move on to the bridge. Guess the Brutes and Elites just can't get along here. Luckily, the Brutes have their backs to you, giving you a nice opportunity to massacre them all. You'll probably want to drop the fuel rod cannon temporarily and exchange it for the sniper Jackal's beam rifle. However, once all the Brutes are dead, a Drone swarm will arrive from above the door and start killing everything in sight. This includes you, so it's best to hide and let them fight the Elites. Usually, the Elites die first, leaving you to pick off the remaining few Drones. Move along the bridge; as soon as you get halfway, hide, and stay hidden. Another group of Drones, although a smaller one, will arrive from behind, and they'll head all the way across the bridge. With luck, they'll trigger the second wave of Elites & Co., and get themselves killed. If not, just snipe them too.

Eventually, whether by the Drones or not, a wave of Elites, etc. will be triggered. It will contain five Grunts (including one with a fuel rod gun) and two or three Elites, as well as a Hunter pair. Just back up and pick them off from a distance with your beam rifle. You may have to bring up the Fuel Rod Cannon to finish the Hunters, though.

Alternatively, you could just skip most of the fight by sword-flying, assuming you don't have the version 1.1 of the game (i.e. do not have XBox Live or a 360). Zoom in with the fuel rod gun on the Elite in the turret about halfway down the bridge, then sword-fly across. If all goes as planned, you will land about three-quarters of the way across the bridge, and only an Elite and two Hunters will appear at the far door, easy marks for your Fuel Rods. However, this move is quite risky, and I have had the sniper Jackal shoot me clean out of the air as I flew. All in all, though, this battle is so painful that I felt justified in skipping it by cheating.

Well, here we are. The Mausoleum of the Arbiter. Square One, as it were. Cortana's advice always irritates me here. You can't sit this out; the Brutes or Elites will attack you eventually. Head around the right side, the Elite side. Kill all the Elites you meet with the sword; most will be so focused on the Brutes that they won't attack until it's too late. Keep an eye out for Brutes flanking/Elites drawing swords/Hunter fire. Now's when that Fuel Rod Cannon pays off. Spam it on the Hunters until they stop twitching.

You're not quite out of the woods yet, though. When the door at the far end of the room opens, an Ultra, two Stealth Elites and a Zealot (disguised as the Honor Guard Councilor glitch) show up. Use all your remaining gun-chock on them. With luck, they'll all die quickly. All too often, however, you'll wind up needing to use that checkpoint—Stealth Elites are really hard too see in that level of light—and engage in a paranoiac, neurotic sword battle with ol' HGC.

Wow. Give yourself a hand. You've just beaten the most brutal (no pun intended) level in the game.

Sadly, this is where things go downhill...

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